using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using _3DExample;
namespace PhotoScreenSaver
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            try
            {
                
                graphics = new GraphicsDeviceManager(this);
                if (Program.preview)
                {
                   
                    GraphicsDevice.PresentationParameters.DeviceWindowHandle = Program.hwnd;
                }
                Content.RootDirectory = "Content";
            }
            catch (Exception er)
            {
                System.Windows.Forms.MessageBox.Show(er.Message);
            }
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height;
            graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width;
            if (!Program.preview)
            {
                graphics.ToggleFullScreen();
            }
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            
            spriteBatch = new SpriteBatch(GraphicsDevice);
            opa = Content.Load<Texture2D>("opa");
            
            drawableModel playermodel = new drawableModel(GraphicsDevice, Content.Load<Model>("playermodel"), opa);
            Camera.playerModel = playermodel;
            mylogic = new screensaverLogic();
            mylogic.Load(Content);
          
        }
        Texture2D opa;
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        Vector2 mousePos;
        GameLogic mylogic;
        bool hist = false;
        GlobalGridP2P.P2PCommChannel mychannel;
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                Exit();
            }
            else
            {
                mylogic.Update(gameTime, Draw, GraphicsDevice, ref mousePos, ref graphics, ref mychannel, ref hist, ref mylogic);
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            mylogic.drawSprites(spriteBatch);
            drawableModel.NewFrame();
            drawframe:
            try
            {

                foreach (drawableModel e in mylogic.models)
                {
                    e.draw();
                }
            }
            catch (Exception)
            {
                goto drawframe;
            }
            if (Program.preview)
            {
               // GraphicsDevice.Present(null, null, Program.hwnd);
            }
            base.Draw(gameTime);
        }
    }
}
